687d0c4f3293a

687d0c4f375f9
1 Guest is here.
 

Topic: SS2 Pistol Hybrid
Page: « 1 ... 5 [6]
Read 56550 times  

687d0c4f37bad
I want to add this to my setup with Secmod 3. I'm still running through the SS1 remake at the moment but I will hit SS2 next, wanna be sure it's still good to go and will report any issues.

687d0c4f37cc5voodoo47

687d0c4f37d22
should work as described in the first post.
687d0c4f37e67
Of course, I didn't know if something changed where it wasn't compatible anymore. Curious about how it'd interact with @sarge945's Randomizer mod, I assume similar to everything else, but IDK.

687d0c4f37f1avoodoo47

687d0c4f37f69
I see no reason why it wouldn't work, randomizing loot tables shouldn't pose a problem. unless the mod also affects guaranteed loot, which isn't something it should be doing.

excellent opportunity to find out?

687d0c4f39c61sarge945

687d0c4f39ccd
Of course, I didn't know if something changed where it wasn't compatible anymore. Curious about how it'd interact with @sarge945's Randomizer mod, I assume similar to everything else, but IDK.

It works pretty well and should be quite seamless.

From the mod page:

Q: Does enemy randomisation work with other mods, such as Pistol Hybrids or Shard Hybrids?
A: Yes, but it will affect the enemy spawn ratios. If a pipe hybrid is spawned, it may then be replaced with a pistol hybrid, for instance, reducing the total number of pipe hybrids. Please also keep in mind that some enemy replacement mods don't respect patrol paths, links, or triggers, so enemy AI may be affected. This is an issue with these mods which I cannot fix.

I see no reason why it wouldn't work, randomizing loot tables shouldn't pose a problem. unless the mod also affects guaranteed loot, which isn't something it should be doing.

The only time it specifically changes guaranteed loot is when you have enemy randomisation enabled, it removes the batteries from the enemies in rick1 and places them into containers (which then allows them to be randomised with all the other loot in the level), since otherwise finding a battery on a spider (which replaced a midwife) can be...uhhh.

There are a few instances where enemies have some random hypos which I didn't care enough about to keep, so they may or may not be there depending on if they get replaced or not. But overall no random items should be removed. Let me know if I missed anything (most likely some of the enemies with guaranteed organ drops)

I could add a global check to see if an enemy has guaranteed loot, and if so, don't randomise it under any circumstances. I originally decided against this because losing out on randomising some enemies didn't seem worth it for an extra hypo or two. I might do it specifically for organs, though.
« Last Edit: 24. October 2023, 12:40:04 by sarge945 »

687d0c4f39df0voodoo47

687d0c4f39e41
that's the neat part, Pistol hybrid mod doesn't really replace any AIs, it just gives them a different skin (with a probability of your choice). so all scripted sequences, triggers etc will be respected - a good example is the video in the first post, where a corpse is being angrily beaten by a hybrid, but the hybrid is not whacking it with a pipe, but whipping it with a pistol instead.

Shard hybrid mod works differently, it just creates a new AI archetype and then modifies the map spawn lists to include it. simple (and compatible only with the base game), but again, not going to break anything, and that's what counts.
687d0c4f3a19d
sarge945I see. I read the description of your mod multiple times and still forgot what it said about compatibility with this mod.   :(

687d0c4f3a783sarge945

687d0c4f3a7d7
that's the neat part, Pistol hybrid mod doesn't really replace any AIs, it just gives them a different skin (with a probability of your choice). so all scripted sequences, triggers etc will be respected - a good example is the video in the first post, where a corpse is being angrily beaten by a hybrid, but the hybrid is not whacking it with a pipe, but whipping it with a pistol instead.

Shard hybrid mod works differently, it just creates a new AI archetype and then modifies the map spawn lists to include it. simple (and compatible only with the base game), but again, not going to break anything, and that's what counts.

Good to know

sarge945I see. I read the description of your mod multiple times and still forgot what it said about compatibility with this mod.   :(
Yeah the mod page is a little long-winded, I should probably cut it down a bit.

687d0c4f3a86avoodoo47

687d0c4f3a8b9
1.02/rc2 now available, updated to use metaprops to assign scripts (significantly lowers the chance of compatibility issues with other mods), and resolved a small SCPb7+ issue.

still kind of bummed how few downloads this mod gets.

Your name:
This box must be left blank:

Look at you, ____: a pathetic creature of meat and bone!  (Fill in the missing word):
1 Guest is here.
Captain, the planet is on scan now...
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
687d0c4f3b672